Revision ec2644f by Ton Roosendaal November 30, 2005, 18:58 (GMT) |
Bugfix - own repertoire :) - Curves without bevel or extrude didn't calculate the Z value for softbody when the "3d" option for curves was off. - Typo in softbody.c, for switch of // comments to /* */ |
Revision ce3164e by Marc Freixas November 30, 2005, 17:38 (GMT) |
Boolean op error handling has been added. When a no closed mesh is used the follow message is showed: "Both meshes must be a closed mesh" |
Revision 738d3e4 by Marc Freixas November 30, 2005, 17:35 (GMT) |
Boolean op are undeffined when one of the two meshes are a no closed mesh (without holes). I put a test to check the input meshes before do any thing. If one mesh have holes a error code is returned. |
Revision 1eab492 by Ton Roosendaal November 30, 2005, 13:58 (GMT) |
Syncing Orange branch with bf-blender |
Revision b7a4a6c by Ken Hughes November 30, 2005, 08:18 (GMT) |
-- Bugfix #3186: Fix memory leaks caused by multiple calls to PyDict_SetItemString() with objects that were not properly decrefed afterwards. Due to the number of places this was used, I added a wrapper EXPP_dict_set_item_str() to gen_utils.c to handle it. This started as a scriptlink bug, due to how many times scripts were being executed I think it just magnified how bad the memory leak in BPy was. Animating the blend attached with this bug report would cause memory to grow by about 3MB for every 280 frames. After the patch, memory did not appear to grow at all (or at least not noticably using Unix's ps and top utils). Since many of the PyDict_SetItemString() calls were in initialization modules I think my tests executed most of the changed code, but would appreciate script users really giving feedback. |
Revision 00f4310 by Ken Hughes November 29, 2005, 23:38 (GMT) |
-- Bugfix #2868: NMesh.update(0,0,1) with derived mesh data would cause a crash. Hopefully the NMesh module will die a silent death before we discovere this doesn't really fix the problem :-) |
Revision adb2d5d by Ton Roosendaal November 29, 2005, 23:31 (GMT) |
Bugfix #496 Noticed that static particle orcos (strands) actually were global coordinates. This was code copied from dynamic particles... Bugreporter (hi env!) tried to make nice zebra texture, which of course very much failed. Note; orco textures for strand give the same texture coordinate for the entire hair. UV maps don't work here yet. |
Revision a381cb2 by Ton Roosendaal November 29, 2005, 23:09 (GMT) |
Bugfix #3494 An image texture without picture returned a '0', causing the texture code to generate a bump normal that warped the entire shading around. In bugreport it was showing terminator issues with ray shadow. Terminator problems can still occor with more extreme bumpmaps though, something to look at further. |
Revision 04387f4 by Ton Roosendaal November 29, 2005, 21:44 (GMT) |
Bugfix #3493 Replaced sqrt() with the safe version sasqrt() in anisotropic. the formula (1 - n*n) should not give negative values for n = dotproduct of normals, but float inaccuracy can make negative zeros, as we know! This solves, hopefully, last annoying "blotches" in hair! |
Revision e2723d6 by Ken Hughes November 29, 2005, 21:41 (GMT) |
Fixed calls to BIF_draw_icon_blended() in draw_marker() to use TH_BACK, also removed unused parameter from draw_markers_time(). |
Revision 4798e3a by Johnny Matthews November 29, 2005, 21:14 (GMT) |
A small tweak on the Glow effect Alpha channel. |
Revision 36cc4a6 by Johnny Matthews November 29, 2005, 21:07 (GMT) |
Possible fix for bug #3400 |
Revision 0864011 by Ton Roosendaal November 29, 2005, 20:18 (GMT) |
Disabled commit of three days ago to speedup and improve hairstrand raytracing with a linedist (cylinder) check. It didn't behave OK on strands set to be more than 1 pixel (not to mention 10 pixels), and I have no time now to fully check and code it. Which is not really important either... In general, all 3d papers talk about using shadowbuffer shadows for hair, which gives much nicer results for dense volumes of polygons. This commit restores regular (flat polygon) raytrace shadow for strands. Also fixes some nasty bugs as reported. :) |
Revision 0140c36 by Ton Roosendaal November 29, 2005, 12:45 (GMT) |
Cleanup & preparation commit for getting Armatures/Poses/Actions working in the game engine again. All files in source/gameengine/ I've committed below have a comment like /* XXX note .... */ where something needs to be done. This is pretty straightforward for Erwin, who has been notified in person too about this. :) |
Revision 65ce2c2 by Joseph Gilbert November 29, 2005, 05:08 (GMT) |
* warnings fixes |
Revision 9321e84 by Joseph Gilbert November 29, 2005, 05:03 (GMT) |
.net projectfile update * fixes file directory for elbeem (rebuild intern) * adds the tiff stuff to imbuf and copies dll |
Revision 0ae3fe5 by Ken Hughes November 29, 2005, 01:35 (GMT) |
-- Partial bugfix for #3186. curve.getControlPoint() wasn't DECREF-ing values added to a list, causing a memory leak. |
Revision c0e94f3 by Ken Hughes November 28, 2005, 22:49 (GMT) |
Fix incorrect documentation for Window.QTest(). |
Revision 10517e5 by Ton Roosendaal November 28, 2005, 22:49 (GMT) |
I hesitate to call it a bugfix... but it's a removal of a very ancient (2001) hack that enforced opening renderwindows smaller than screen size. The notes I could find referred to testing old 3d cards, which failed to give graphics memory for large windows. Another note was an issue on OSX, where the topbar and windowbar gets hidden otherwise. That latter case I corrected now. Will organize good testing for this, if there's issues, will uncommit :) |
Revision 37bf3c5 by Jens Ole Wund(bjornmose) November 28, 2005, 22:22 (GMT) |
fixing msvc6 project debuggin |
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